#!/bin/bash -e
#   * compile instructions: put this file in
#   *         `steamapps/common/Dyson Sphere Program/CustomMod`
#   * folder, open a terminal in the same folder, and execute:
#   *
#   * ```
#   *     chmod +x ${file}.cs
#   *     ./${file}.cs
#   * ```
#   *
#   * then the mod will be compiled automatically.
#   *
#   * Here we wrote a shebang like file, which is correct
#   * in my computer (Manjaro XFCE), if such script do not work
#   * in your computer, you could just try the instructions below :

export IFS=$'\n' # to disable the annoying space.
export DOTNET=dotnet # the location of the DOTNET executable file.
[ -z "$DOTNET_CSC_DLL" ] && export DOTNET_CSC_DLL=`\ls /usr/share/dotnet/sdk/*/Roslyn/bincore/csc.dll` # In manjaro, the csc.dll is located in /usr/share/dotnet/sdk/*/Roslyn/bincore/csc.dll

__MODE_VERBOSE=82 # is the line number of "#define VERBOSE", may be modified
__MODE_DEBUG__=$((__MODE_VERBOSE+1))
__MODE_RELEASE=$((__MODE_DEBUG__+1))

case $1 in
    V)       _MODE__SELECT_=$__MODE_VERBOSE     ;;
    v)       _MODE__SELECT_=$__MODE_VERBOSE     ;;
    VERBOSE) _MODE__SELECT_=$__MODE_VERBOSE     ;;
    verbose) _MODE__SELECT_=$__MODE_VERBOSE     ;;
    D)       _MODE__SELECT_=$__MODE_DEBUG__     ;;
    d)       _MODE__SELECT_=$__MODE_DEBUG__     ;;
    DEBUG)   _MODE__SELECT_=$__MODE_DEBUG__     ;;
    debug)   _MODE__SELECT_=$__MODE_DEBUG__     ;;
    *)       _MODE__SELECT_=$__MODE_RELEASE     ;;
esac

# export GAME_NAME="${0%\.cs}" # now, file name should be equals to ${GAME_NAME}.cs, the benefit is, we could only change the name, rather than change filename and $GAME_NAME.
# export GAME_NAME="$(basename `pwd`)" # now, file name should be equals to ${GAME_NAME}.cs, the benefit is, we could only change the name, rather than change filename and $GAME_NAME.
export GAME_NAME="Refactor"
export FILE_NAME="$0"
export GAME_DIR="PC" #"$GAME_NAME"                                # might be modified, "$GAME_NAME" cover most of the cases.
export ASSEMBLY="Assembly-CSharp"                           # might be modified
export UTILS="utils.cs"                                     # might be modified if you do not put utils.cs in the current dir.
export PLUGIN_ID="Neutron3529.Cheat"                        # should be modified
export NAMESPACE_ID="Neutron3529.Cheat"                     # should be modified
export GAME_BASE_DIR="common/$GAME_DIR"                     # should modify GAME_DIR instead since GAME_DIR == GAME_NAME is almost always true.

( yes "" | head -n $_MODE__SELECT_ | head -n-1  ; tail $FILE_NAME -n+$_MODE__SELECT_ ) | sed s/%%NAMESPACE_ID%%/${NAMESPACE_ID}/g | sed s/%%PLUGIN_ID%%/${PLUGIN_ID}/g | $DOTNET $DOTNET_CSC_DLL -nologo -t:library \
  -r:"${GAME_BASE_DIR}/BepInEx/core/BepInEx.dll" \
  -r:"${GAME_BASE_DIR}/BepInEx/core/0Harmony.dll" \
  -r:"${GAME_BASE_DIR}/BepInEx/core/BepInEx.Harmony.dll" \
  `[ -e "${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/netstandard.dll" ] && echo "-r:\"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/netstandard.dll\""` \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/System.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/System.Core.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.AIModule.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.CoreModule.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/UnityEngine.UI.dll" \
  -r:"${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/mscorlib.dll" \
  $(for i in "${GAME_BASE_DIR}/${GAME_NAME}_Data/Managed/$ASSEMBLY"*.dll ; do echo -e "-r:\"$i\"\n" ; done) \
  -out:"${GAME_BASE_DIR}/BepInEx/plugins/${FILE_NAME%.*}".dll \
  -optimize `[ "$_MODE__SELECT_" == "$__MODE_DEBUG__" ] && echo -debug` \
  $UTILS - && rm -f "${GAME_BASE_DIR}/BepInEx/config/${PLUGIN_ID}.cfg";

if [ -n "$2" ]; then
    git add ${FILE_NAME}
    case $2 in
        R) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        r) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        RANDOM) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        random) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        U) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        u) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        UPLOAD) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        upload) git commit -am "`curl -s http://whatthecommit.com/index.txt`" ;;
        *) git commit -am "$2" ;;
    esac
    git push
fi
exit

#define VERBOSE // the line of __MODE_VERBOSE
#define DEBUG



using System;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Collections.Generic;

using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine;

namespace %%NAMESPACE_ID%%
{
    [BepInPlugin("%%PLUGIN_ID%%", "%%NAMESPACE_ID%%", "0.1.0")]
    public class Cheat : BaseUnityPlugin {
#if DEBUG
        public static Action<string> logger;
#else
        public static void logger(string s){}
#endif
        void Start() {
            var harmony=new Harmony("%%PLUGIN_ID%%");
#if DEBUG
            logger=Logger.LogInfo;
#endif
            logger("叮~");
            if(Config.Bind("config", "fast_attack", true, "攻速拉满").Value){
                harmony.PatchAll(typeof(TurretContentFireProjectile));
                logger("攻速拉满 patched");
            }
            if(Config.Bind("config", "GainGoldTrigger", true, "反向败家").Value){
                harmony.PatchAll(typeof(MainUIConsumeMoney));
                logger("反向败家 patched");
            }
            if(Config.Bind("config", "GameTileContentOnContentPass", false, "平地摔").Value){
                harmony.PatchAll(typeof(GameTileContentOnContentPass));
                //logger("陷阱自动蓄力 patched");
                logger("平地摔 patched");
            }
            logger("您的修改器已启动");
        }
        [HarmonyPatch(typeof(TurretContent), "FireProjectile")]
        class TurretContentFireProjectile {
            static void Postfix(TurretContent __instance, ref float ___frostTime) {
                __instance.NextAttackTime = Time.time-100f;
                ___frostTime=0f;
            }
        }
        [HarmonyPatch(typeof(MainUI), "ConsumeMoney")]
        class MainUIConsumeMoney {
            static void Prefix(ref int cost) {
                if(cost>0)cost=-cost;
            }
        }
        [HarmonyPatch(typeof(GameTileContent), "OnContentPass")]
        class GameTileContentOnContentPass {
            static void Postfix(Enemy enemy) {
                Singleton<StaticData>.Instance.ShowJumpDamage(enemy.model.position, (long)enemy.DamageStrategy.CurrentHealth, true);
                enemy.DamageStrategy.CurrentHealth=0;
            }
        }/*
        [HarmonyPatch(typeof(GameTileContent), "OnContentPass")]
        class GameTileContentOnContentPass {
            static void Postfix(Enemy enemy) {
                enemy.DamageStrategy.TrapIntensify++;
            }
        }*/
    }
}

